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Races in Overgrowth

May 10th, 2009

Below is one of the first pieces of concept art I did when I first started working with David. I decided to show it now because we have been talking again about the scale of the characters in game, and maybe making the height differences even more extreme. My first concept artwork for Lugaru 2 made many years ago Sorry ...

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Initial Inspector UI

May 9th, 2009

We decided that it was high time for Overgrowth to get an inspector palette. The inspector will let you get extra info and edit all types of objects in the map editor. If you click on an object, this will be how you change its material, reorder the decals on it, toggle its visibility, or whatever else turns out to ...

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Decals editor ~ part one

May 9th, 2009

A few weeks ago, David overhauled our decal engine. Leveraging off this, I've recently started implementing our decals editor, and I can now show off some fancy (but very preliminary) screenshots. I think decals will add a lot to the immersiveness and liveliness of our environments. Rock garden without decals and with decals. Zoom in to see the lichen ...

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What makes players care (or not care) about NPCs?

May 8th, 2009

This topic spawned out of a conversation the Wolfire team had at dinner last night and I wanted to share it with you guys to see if we could get some feedback that will help us as we craft Overgrowth. First ask yourself "When have I really cared about a character in a video game that wasn't playable?" (I ...

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Non-lethal fights with lethal weapons

May 6th, 2009

After watching a lot of swordfights in movies, I've noticed that many of the most memorable ones are not 'to the death', despite the use of deadly weapons. Many, if not most, movie duels end with the winner disarming his opponent, or stopping just short of a lethal strike. Non-lethal endings allow for a wider range of motivations than ...

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Overgrowth Alpha 25

May 4th, 2009

Here is what is new in Overgrowth in this weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's done ...

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Hotspots Part 2: Race Course

May 4th, 2009

After my last hotspot post, a lot of people recommended various ways we could make our hotspot and scripting interface more user-friendly. Accessibility is a big priority for us, so we are definitely working on this. As a first step, I've added a hotspot browser. This browser lets users select convenient, prepackaged hotspots and place them in the map ...

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